Showing posts with label World of Warcraft. Show all posts
Showing posts with label World of Warcraft. Show all posts

Friday, 12 December 2014

Three Years Old And My Computer Is Dying

In the movie, 'Blade Runner' (1982), the replicants, the life-like androids have a life expectancy of only four years.  The portrayed society of November 2019, like that of the Roman Empire, is worried that its slaves would become too strong and would overpower the citizens.  The plots of the movie is around replicants seeking their maker to have their lives extended.  It seems that we are quite a way from having androids threaten our society, though Stephen Hawking fears basic artificial intelligence will be able to do it first.  However, the built-in expiry date seen in 'Blade Runner' already appears to be in place.

In the summer of 2011, I bought an Alienware laptop computer for £1400 (€ 1750; US$2240).  Being a keen PC gamer, I ordered one of the highest graphic and sound quality and with a fast processor so that I could enjoy the online 'Total War' games and 'World of Warcraft' to the best standard.  This summer, 2014, moving into a room I was renting in a new house one of the current tenants, a postgraduate pharmacy student asked me about my laptop and when he found out it was coming up to three years old he scoffed, asking me how I hoped to achieve anything with something 'that old'.  I did not mention that my mobile phone was bought in 2005 and does not have a camera in it.

My housemate's predictions rapidly have come true.  I know in terms of online games, you expect fast developments and I do not expect it to run as quickly as it would have done in 2011.  I am also aware that in a house with five residents, even broadband gets stretched between all the uses.  However, even offline, the computer now struggles.  It is a pain to watch it labour to open Word and you have to expect it to crash at random even when simply looking at text documents.  It can struggle to open a second document or move between two.  Very challenging when you write as much fiction as I do.  I spend a lot of time watching a spinning disk against a black or a white blank screen.  Ironically I end up reading the newspaper, writing a diary (by hand with a pen) and even practicing Chinese characters, again with pen and paper.  It is almost as if my laptop feels that I am too old these days to use its facilities.

The deterioration in speed over the past three years has been phenomenal; declining very rapidly this year and so naturally I worried something was wrong.  I have a scheduled 'defrag' every Wednesday and a virus check every Monday evening.  I run through the list of all the software I have installed and eliminate anything which does not appear to be of use.  I removed every image from the laptop and put it on a 1 TB external hard drive, not that I had that many photos that it should have taxed the laptop.  I have even taken it apart and cleaned the fans, concerned they may be clogged and so it was overheating.  None of these things have been able to halt the slowing down and the increases in crashes.  It is as if, in the way my housemate viewed it, at 3.5 years old, my laptop is elderly and no longer can even do the basic tasks it once did such as handle a Word document, let alone play the games it was bought for.

Part of the problem is that the computer only occasionally does what I ask of it.  Much of the time I can switch it on and it can happily play with itself.  Every day there is some download that seems to take precedence over anything I might want to do.  In the middle of games, the machine will shut down and tell me it has to restart to accommodate a new update which seems to make absolutely no difference to the running of my computer bar from ruining my game.  Humans now have minimal control over their computers.  We are shaped by what they want to do and they make it clear our interests are a long way down the list behind the masturbation that are all these updates.

Obviously I feel that I have thrown away a lot of money on something that really was going to cost me £700 per year for the kind of service I wanted.  There seems to be no point in buying anything except the cheapest computer next time round.  Clearly online gaming with a PC is really only open to people who can afford £1000 per year in hardware in order to engage with it.  Given that my car cost £900, it is clear that I am no longer in that social class and so will be shut our of 'Total Rome II' let alone 'Shogun 2' which taxes my machine even more because of the greater landscape graphics.  Yes, before you suggest it, I have scaled down the graphic detail on these games and that is all that has allowed me to play them into mid- to late-2014, but clearly not in 2015.

I feel an idiot for believing if I spent a large sum of money it would be enough to own a machine that would remain with me for five years.  Clearly you can only expect to have the performance you paid for, for two years.  This adds to the ever growing pile of discarded computers and all the components that go into them.  It also makes them devices which have a life expectancy far less than many electrical devices out there.  If you had to replace your washing machine every two years, it would become tiresome.  Even while I write this, the computer is straining to keep up the connection to the blog and is going into overdrive downloading some update that I cannot even see when I search the system.

I would be grateful if someone could direct me to a company that makes computers that do what you want them to do rather than insisting that their desires have priority.  Clearly that company is not Alienware and I am angered that I was so misled by them.

Wednesday, 7 December 2011

Password Pressure

How many passwords do you have to remember? I have lost track of the ones I need not only to get into work systems but simply to shop online. Often I need one to access my account on the company website and then a subsequent one to actually pay for the system and then that is often backed up by a third verification from the company providing the card I am buying with. It is probably alright to remember the ones you use regularly, though I am no longer in the situation to buy CDs and DVDs with the frequency I might once have used. The greater difficulty is with those that I might visit only once per year, for example, to order vacuum cleaner bags or to apply for a job with a particular company. You need a password for almost every job application and yet there is little chance even if it is a company you really want to work for, that a suitable vacancy will only come up once every three months, perhaps only once in a year.

 Of course, many systems now have ‘do you want to be reminded of your password?’ and for me that has almost become the default setting, hoping that I have remembered which email account I locked this particular company’s website too. Given that I applied for 80 jobs last year with about 70 companies, trying to remember so many different accounts was a real labour. What can be particularly frustrating is that ‘to increase security’ you can find that the reminder or more often these days the option to choose to reset the password only turns up an hour or two later. Thus, your window of opportunity for buying the item or filling in a lengthy job application has passed by the time you can get in.

 
One thing that irritates me is being told to alter my password just because a certain period of time has passed. The worst situation for this was in a job in the early 2000s where you had to change your password every month and were not allowed to repeat a password until you had used nine others. Trying to come up with things that you could remember was a really trick. Ultimately you end up writing them down or putting them in a file on your computer, so all of this fuss about security is compromised. My current job insists on a change every 3 months. I had the same password for my Hotmail email account from 1999-2010 and it was never hacked, yet this was felt by MSN to be too long a time without change and I was told to change it to one with greater ‘strength’. Having done this, a few weeks later, my account proceeded to be hacked for the first time. My password for my ‘World of Warcraft’ account now has 13 characters in it as the one 9 characters long proved too easy to break for hackers. YouTube insisted that I change the password I use to access that just recently. However, it kept rejecting my suggestions as too ‘weak’ and it was a battle to come up with a password and numbers that satisfied it and I can say that a month on I have forgotten what it was.

 
Passwords are supposed to be about security but generally they seem more effective at locking out the actual user than those attacking the account. Software can try millions of words even those in Japanese that I tend to use, in seconds and yet I can end up spending hours trying to get into my account and often abandon the attempt. It has never been so hard to buy something than in the 21st century. Most of what I have access to is of no interest to any criminal. I certainly have no belief that a hacker would alter my job application in order to reduce my ‘O’ levels. I suppose they could put their address in place of mine, and, assuming that I got an interview, go in my place, but even then, to get the job they would have to manufacture fake qualification certificates. If they are that skilled then they would not be going for the kind of jobs I am going for, currently not even at the level of middle management. I guess they could divert a DVD I have bought or buy lots of things on my cards, but I do not have the wealth that would make it really worth the effort. I guess this is the same for most people and yet we are subjected to a password regime which would suggest we all have access to state secrets. The last company laptop I was issued needed thumbprint verification to switch it on. No-one seemed to spot the irony when I asked whether we had ones equipped with the same facilities as those red boxes issued to ministers which measure skin temperature to check that the thumb has not been simply cut off the legitimate user.


It is not only ever changing passwords of sufficient strength that cause problem but the username or login name that goes with it that adds an extra dimension. Every company has a different protocol and I battle to remember whether they wanted my surname and initials, one initial, two initials, together or spaced with full stops; perhaps this one wanted my entire name or was it the email account or was it some other form of designation that they assigned me? Of course, often you can ask, if you know which email account you used, have the username reminder sent, naturally with the ‘security’ delay. Sometimes this is not possible and you reach the bind into which I have found myself slipping. Apparently not being known by the company I try to set up a new account and then are told that there is already an account in that name but they cannot tell me the password to it. This is one reason for having more than one email account as I am then compelled to start up a new account in a different email name all for one application to a job which at best I have a 3 in 8 chance of getting.

 
Sometimes systems are even more frustrating especially when combined with rapid ‘timing out’. I have commented before that job application sites are the worse for this. The extreme case was the one which timed me out between me deciding on a username and entering a password. Trying to re-access the system I was told there was already an account in this name and yet, of course, they could not send me the password to access it as one had not been designated. I abandoned online applying and rang them to be told that many people suffered this problem with their system. I felt it was futile to suggest they have it amended. In another case a company was charging me for virus protection I had not ordered. The bill sent me directions how to unsubscribe from the service, but going to the site it told me, as I already knew, that I had no account with the company, thus it was impossible to unsubscribe for the service which I was paying for! Trying to contact the company was almost impossible if you had no account as you had to log-in in order to send them a customer email and I was very fortunate to find a technical service email address on a discussion board that I used to get in through the ‘back door’ to reach customer services.

 
Doing business online loses much of its appeal when it is such a labour to access what you need to get into. The obsession with security especially for services you only use once a year or even less, is a real irritation. Every site seems to assume that they are the only people you deal with. I wish we had the ‘single sign-in’ approach adopted by universities which allows students, once they have signed into the university system to access a whole raft of e-books and online journals without having to sign in again to each one individually as used to be the case in the early 2000s. Bank accounts are the systems which do need greatest security, but interestingly they have moved away from passwords towards the devices which generate one-off code numbers. I know ‘World of Warcraft’ have introduced these too, but maybe it is time for Amazon and eBay to follow likewise. Of course, then we will have a desk full of these devices and we will leave the vital one we need at home.

 
The whole issue of passwords stems from the fact that no-one ever envisaged the internet to be such a crime-ridden place as it has proven to be or that so many people would put effort into peddling so much junk across systems. The internet is the distillation of the worst in human behaviour and despite constant efforts to portray it as something worthwhile it is like opening a library in the most run-down part of a city that had a vast proportion of criminals waiting to leap on anyone going to that library. Despite all the efforts over passwords and their strength, it appears that this is more of benefit to the ‘job’s worth’ attitudes of those people (very numerous these days) who like to make a fuss about regulations simply to give themselves an iota of importance, rather than providing any genuine security. For the average user like myself, trying to recall a string of passwords (even if you try to keep to a familiar few) and precisely what username you selected or were given many months ago, these concerns are increasingly making doing anything on the internet slower than telephoning in an order and, on occasion, actually physically going to the shop or office.

Sunday, 3 April 2011

How 'World Of Warcraft' Ruined My Life

Back in 2009 I wrote about how I had started to play the so-called Massively Multiplayer Online Role-Playing Game, 'World of Warcraft'.  My early views of the hazards of playing the game were posted back in July 2009: http://rooksmoor.blogspot.com/2009/07/online-behaviour-world-of-warcraft.html   I am still playing it, probably even more because with me being long-term unemployed, losing my house and having no clear idea of where I am going to end up, escapism is vital.  During the Depression of the 1930s and the mass unemployment of the 1980s, consumption of alcohol and tobacco increased and funerals became more elaborate (if you have had a grim life people feel they need to give you a good send off, just witness any funeral in Mile End or Poplar in East London).  People seek escape and I am not exempt from that.

Of course, computer games of any kind have the danger of becoming addictive and you finding the hours passing by quickly.  Rather than doing the housework or the shopping, instead you keep playing even into the early hours of the morning.  With a game like 'World of Warcraft' in which there is not just a single character progressing down a chain of missions, but you can go and produce things like weapons or clothing and market them or go on quests for rewards or duel with other players or take part in the regular seasonal events, such as around the Solstice or Valentine's Day, there is even more to keep you engaged.  You can have up to 50 different characters so even if you tire of running around as a troll hunter you can log on and be a werewolf druid in a different location.  To stop players tiring of the settings and quests, periodically those running the game, a US company called Blizzard, recreate their world.  In December 2010 they launched 'Cataclysm' which saw regions of their world flooded, some split apart by earthquakes or volcanoes and new areas appear from the sea; new races were introduced and players could now rise up to level 85 rather than 80.  There were numerous new missions and even new skills that players could train in.  The game is always evolving and sometimes this is for gameplay reasons (such as no longer needing to buy ammunition for bows and guns or putting more mail boxes in certain cities) and sometimes to develop new storylines.  In such a fantasy continent there has to be lots of drama, invasions and betrayals.

This is all great.  Though I do not always agree with the changes made, and smaller updates and alterations come between the big relaunches like Cataclysm, it certainly keeps my interest which is why I am still playing it 20 months after I started.  The key problem for me and what makes me keep thinking I should turn away from the whole thing, is the people.  Of course, many of them are teenagers, you expect that with any computer-based game.  However, there are also older people with partners and children and work to go to.  Certain 'guilds' only permit people over 18 to participate in their group.  The range of nationalities is diverse.  There are different servers for the main language groups of Europe (and others for China and many for the USA), so being located in the UK I do not mix with French or German or Italian speakers.  However, the British server does have players from many minor states across Europe especially the Netherlands, Sweden and Denmark, but also Romania, Bulgaria, Turkey and Greece.  I quite enjoy playing with people from such diverse backgrounds.  Though English is the language for the server once in a while people go off into Dutch or Danish and some guilds intentionally recruit people of a specific nationality.  Of course, in this age of semi-literacy among English speakers, a lot of the online discussion is in fact in a hybrid of text speak and simply bad spelling.  'LFG' - Looking for Group, 'JC' - Jewel crafter; one of the professions you can study and the whole range of smilies; 'OMFG' for 'Oh My Fucking God' seems unnecessarily hyperbolic in its anger/condemnation.  However, new terms develop simply because so few people seem to be able to spell, 'Rogue' (a character class) is always rendered as 'Rouge' and now 'give' has been replaced when it is a demand by 'geif' which seems to be turning into some form of German.  Again, being a man in his forties, I recognise that with the English language changing far more sharply between my generation and the one that is following than between my generation and that of my parents or even my grandparents, I am happy to accept that when online I need to use a different language.  I can type far faster than the bulk of the gamers, so accept the need for abbreviations.

What is more of a challenge is not really how discussion is had but what is said and beyond that, the behaviour of the people it betrays.  Someone said that the 'World of Warcraft' was like a Gold Rush town in California of the 1840s.  This is unsurprising, people are doing missions and fighting monsters to win magic items and gain gold.  With such funds they become better fighters or magic users and get access to higher level areas and so on.  This is the basic dynamics of numerous fantasy fighting computer games.  The problem is that many of the people gamers are interacting with are not computer generated they are people with feelings.  In the game two warriors with the same equipment will be equally matched and in combat it comes down to luck and which combination of buttons you press.  A well-equipped person playing for 3 months could beat someone who has been playing the game for 5 years, though the latter generally pretends his/her knowledge somehow makes them stronger.  In fact people who have that attitude often lose because they have no flexibility in their thinking.  So, how do you show you are 'better' than the derided 'newbies' or 'noobs' as it is typically abbreviated to?

Status is clearly important.  People aim to reach that level 85.  However, this can take weeks and months and while your character is rising through the ranks, how do you show you are better than the others around you?  It is by making divisions.  In many ways whilst 'World of Warcraft' is like California of the 1840s it is also like London society of the 1840s, snobbery is rife.  People put out a call to get a group of assorted characters together in order to attack a castle or run through some caves, fighting monsters.  Now, of course, the opponents are of differing levels depending on the location and so a level 10 warrior would die quickly if fighting level 20 dragons.  However, the person soliciting recruits does not stop there in separating out the volunteers, s/he insists that they have equipment of a certain rating, their 'gear score' has to be so high or they are 'kicked' from the group.  They are commanded to go to a location for inspection, i.e. a player looks at all the equipment the character has.  Many players simply preen around the centres of the big cities showing off what they have like so many peacocks or prostitutes.   Those volunteering rather than preening are grilled about their 'dps', from damage per second, how much damage their weapons or spells can inflict.  If it falls below some arbitrarily set figure then the person is refused.  Now that level 85 is the peak, recruitment advertisements in the game often say 'level 85s only' even when going off to a level 70 dungeon.  At level 83 I asked if I could join in as my damage and spells were only a little lower than the level 85 set and, of course, I was refused. 

Once you have got through the equipment inspection, you have to have your 'achievements' checked.  This is the list of successful missions and quests that you have already completed.  If you have not been felt to have achieved enough already, again you are refused.  This is a chicken-and-egg situation, because people often volunteer so that they can win an achievement, and yet because they do not have it, they are refused.  A lot of this reflects the lack of maturity of thinking on the part of the recruiters, no matter what age they actually are.  Even if you recruit a group yourself you are quite likely to find a member leaving mid-way through some battle because s/he feels the rest of the group is not up to scratch.  Even more criteria are piled on to segregate and demean other players.  One is speed.  There are no benefits for charging through a castle quickly.  In fact you often find if you do this then some monsters appear out of a room behind you that you have rushed by and start attacking you from behind.  However, warriors, paladins, death knights, the physical attack people, are very impatient and charge on.  If they upset a whole room of monsters and die due to rushing through it, then, of course, they blame everyone else for being pathetic.  These people should be compelled to play games such as the paper-based 'Dungeons and Dragons' role-playing game and know that to succeed in such fantasy settings bravado has to be tempered with caution and forward planning.

This brings us to 'tactics'.  'Must know tactics' is another criteria often set for volunteers to groups.  This does not mean how best to use your character's particular weapons or spells, but precisely where to stand in a castle room when a specific monster attacks.  Again, of course, if you have never done that mission before then how are you supposed to know that.  If you are even a little wrong then you get a long lecture about how wrong and stupid you are.  In addition, everyone thinks their tactics are the only feasible ones and any alternatives are derided.  This is often how arguments start out in groups.  I have done the same missions with differing groups all insisting that their tactics are the only correct ones and if you do anything different then you are kicked out.  There is a sense of a single truth.  It is not surprising that numerous wiki pages and websites have been created to provide players with very precise details about what to buy and where to stand in a particular room of a particular castle or cave.  Like most computer game players I use walkthroughs and other resources that are not part of the game.  However, because specific knowledge is used to denigrate other players, you end up having to read as much as if you were doing an Open University course, just so you do not 'blunder' when you go on a mission.  You ask for help in the game and are told you must be an idiot for even asking, because, of course, to any intelligent person, the answer is obvious or are told to go off and open up numerous webpages outside the system.  The reason for this is supposed superior knowledge is the only real way that one player can make themselves seem superior to another.

Pride in your achievements is a fair trait.  However, the sense that anything you have achieved or know (however wrongly in fact that information might be) should be constantly used to put down others as vocally as it is in the game is unnecessarily nasty, but seems to be a constant behaviour in the game.  I suppose this is a reflection of our contemporary society, especially in the UK: you can only get on in life if you not only eliminate potential rivals but you humiliate them too.

If assistance is offered it is never in a constructive way, it is patronising.  I might expect too much of the average 'World of Warcraft' player to know the difference.  It is great to share knowledge, tell people about bargains in the auction house or how to get through a new mission or quest.  However, that is never enough.  The bulk of players who share information (and they in themselves are a small minority) want you to abase yourself before their greatness and acknowledge that you were stupid until they decided to pity you and shower you with their grace.  Trying to find a specific trainer I asked for help and one player decided to advise me.  Initially I was grateful.  However, he felt he had to lead me through the city and if I said something which disagreed with how he saw the world he went 'WRONG' at me in the text.  The one useful function is 'Ignore' which blocks communication from certain characters if you choose.  Unfortunately it does not block it from specific players and I have had some switching from character to character, pursuing me across the continents of the game repeatedly telling me how wrong or stupid I am until I have blocked every character they can spring on me.  Then they send me messages in the in-game postal system continuing their diatribe.

Interestingly, Blizzard tries to engineer the game so as to promote a better level of co-operation between the players.  You can block swear words to eliminate the harshest abuse, interestingly 'Nazi' counts as a swearword but 'wanker' does not, probably due to the game originating in the USA.  Racism does sometimes break through.  Periodically people condemn non-English speakers struggling to phrase things correctly, which is laughable given how many errors they put in their own writing.  However, it is mob rule and if the bulk of players spell 'rogue' as 'rouge' that is acceptable in a way errors from someone using English as their second or third language is not permitted.  A lot of general public dialogue seems to be as if it was between a group of drunken football supporters watching a match in a pub.  The rules can shift quickly, but always to their advantage in denigrating other players not deemed to be part of the mob. 

The sense that it 'that's the way it is, you cannot question it' is all pervasive.  I have seen that phrase or variations of it banded around.  Once I saw a discussion about so-called 'twinking' when people with characters who have a lot of money send it to their lower level ones to raise them quickly through the levels without much effort (sounds familiar behaviour to anyone who lives or works in the UK).  Someone questioned if this was the right way to behave and whether it was fair on other players.  Rather than put forward a reasoned argument for continuing the practice, the response was, 'it happens, live with it' and the player was condemned even for questioning it.  I know it is a game, but these basic assumptions are carried out into the real world and you do wonder if the regimes in Tunisia or Egypt had changed if the bulk of the population had had that attitude.  Perhaps British complacency and pervasive self-righteousness is what makes us behave this way.  It does not seem healthy in a game, let alone real life.  The worst case was a discussion about Hitler.  I have no idea why it came up in the game.  Some realms of the game insist you only speak about in-game things others start debating the football match or the weather or Michael Jackson's death.  What alarmed me was the view that 'well he sorted out the Jewish problem' which seemed accepted without question.  I started pointing out that any 'Jewish problem' had simply been an invention of the Nazis anyway, and yet was being taken here as something that everyone knew and accepted.  I was barred from the game for three days for participating in an off-topic political discussion, but I was proud to be for challenging lazy, dangerous, Fascist assumptions.

To earn money in the game many players auction off unwanted items through one of the auction houses.  This is a bit like eBay fantasy style.  When fighting monsters you are quite likely to pick up armour or weapons or food or even scraps of fur or rock that you have no use for.  Someone else might just need that item to improve their armour or make something using a profession skill like blacksmithing or leatherworking.  You are not supposed to make a loss but the prices many people set are ridiculous.  I remember having a level 20 character, who was recovering tens of pieces of silver from his quests.  I looked to buy a pair of boots from the auction house.  The best pair for my level was a level 19 pair of boots, but the cost was 799 gold pieces.  There are 10 copper pieces in 1 silver piece and 10 silver pieces in 1 gold piece.  I would be unable to afford them until I was many levels higher and by then their strength and certainly any magic on them would be too feeble for the kind of monster I would then be fighting.  Hyperinflation is a real problem in the game which makes it very discouraging when bringing on a new character.  It is exacerbated by 'gold sellers' criminals who sell gold in the game for real pounds or euros.  This allows some players to simply buy their characters everything they need rather than having to earn it the way most players do.  The gold sellers put software into the sysem which creates 'mining robots' or 'collecting robots' which go round scooping up the raw materials in the game, faster than any players can and then they auction it to raise game gold to sell to players.  Of course, this is illegal, but because status-hungry players indulge in it, it helps upset the balance of the game play.

Hyperinflation always generates excessive behaviour.  A key problem is even if the collection 'bots are not around high level characters go into low level areas, able to move around on mounts far faster than anyone of the appropriate level can do, and mines or collects all the raw materials to then take them back to sell them at incredibly high prices leaving the poor low level characters with nothing to practice their skills working on or to make any money themselves.  Very quickly you have an elite of very high level characters whether migrated from another realm or who have bought their standing, simply selling to each other at very high prices, leaving poor lower level characters without a high level character to supply them, struggling to advance.  Guilds are supposed to help lower level characters advance, but as I consider below, this does not really work either.

Blizzard's steps mean that you need groups to run through 'instances' and 'raids' specific missions in castles or caves or wherever that gives good rewards.  Generally you cannot do it alone.  However, as seen above this actually promotes division rather than collaboration.  They encourage 'guilds', collectives of players focused on one or two activities in the game.  You get a guild 'tabard' showing the logo of the guild and access to a guild bank where items can easily be shared between players.  With Cataclysm Blizzard added other features, cheaper repairs to armour and weapons, access to greater funds, specific items, available to guilds that were thriving and successful.  The basic idea is that players help each other and more experienced players and higher level characters help lower-level characters.  Of course, you can be very experienced and yet be starting a new character among the 50 you are permitted to have, though you still seem to be treated as if you are new to the game as a whole.  The guild system does not really work.  There are some decent guilds.  The woman in my house is a member of one, but I have not been able to find one that is like that.

On any given server there are tens of versions of the world, each with a specific name, so that you do not get tens of thousands of people trying to move through the same area mining for ore or picking specific herbs.  When a 'realm' has too many players, people are offered free 'migration' to a new less populated realm.  This does mean you can have hundreds of people in the same 'place' who cannot see each other as they are on different versions.  Nowadays, random groups can be assembled automatically from across realms on the same server and it can be interesting to talk to people who generally play on an alternative version of the world to the one you are on.  Factors such as the cost of items sold by other players, how crowded certain locations get and even the tone of discussion in the realm can vary greatly.

The other element Blizzard introduced to guilds with Cataclysm was that they could attain levels by their members completing missions and other achievements.  I think the idea was to encourage people to become guild members, but it has completely back-fired and has simply added a new aspect to snobbery.  As in real history, large guilds that can offer their members lots of facilities prosper.  There is the snobbery 'I am in a level 10 guild, oh, but you are only in a level 5 guild, you must be a poor player, no-one else clearly wants you'.  As in our society exclusive clubs are yet another way to segregate players.  They have strict entrance criteria and anyone who does not fit with their arbitrary rules or does not carry out their designate tasks in time or simply is no longer liked, is excluded.  Some US companies take into consideration if prospective employees have run guilds on 'World of Warcraft', but from how most are run, the only kind of organisation such experience would really suit you for is working in the mafia.

Blizzard tries hard to encourage players not to behave in the cut-throat way so many do.  The 'hints' when you log on often advise players to be polite when playing with others and encourage them not simply to open a trade with a player or try to duel with them before actually talking with them.  However, walking through a city my character is quite liable to be repeatedly challenged or offered some trade with absolutely no dialogue.  You can see why many of us become 'backwoodsmen' keeping our characters in the less populated areas of the world.  Generally the whole feel from the players I encounter is that somehow conservative if not Nazi values have become the norm.  A lot of discussion is misogynistic.  I suppose you would expect this in a game about battling monsters, but there are female characters and female opponents.  Yet, a female character is often dismissed, even though a level 10 female warrior is no weaker than a level 10 male warrior in the game.  Of course, just because a character is female or male does not mean the player is too; yet that is the assumption so patronising of female characters is quickly translated into patronising of female players.  Some of the races are very glamourous, especially the elves and their accentuated femininity for the females, with tight fitting clothes, large breasts, slender waists, long hair and often large earrings, does not help.  However, saying this, troll and even orc females have a certain elegance but certainly a strength about them.  When you come across male characters named things like 'Hymenripper' then you have a sense that misogynism is not really challenged.

How 'World of Warcraft' ruined my life was not because I spent so long playing it and neglected other hobbies such as writing fiction or swimming.  What it has alarmingly shown me is that the norms of the next generation are focused on segregation of society by status.  That status has to be maintained rigidly by codes and that those outside have to be regularly humiliated.  The best the ordinary person can hope for is to give up their dignity and be told patronisingly how wrong they are and try to ape their 'betters' in the vain hope of being accepted.  It is a society in which people grab all the resources they can and shut out those coming on after them out of the opportunity of advancing themselves unless they can pay.  It is a society which is discriminatory to women who are assumed to be weak and interestingly that it is demeaning to accept assistance from a woman, no matter what your own gender.  It is a society in which bad language is used to show your level of anger at the 'stupidity' of people who have views different to your own.  It is a society in which you always believe you not have the correct answer but the only possible answer.  It is a society in which things should not be challenged and to even dare to question them opens you up to attack.  What I have seen in 'World of Warcraft' players is the very worst of British society distilled.  The government with all its plans for a very stratified society with opportunities for the few and people all 'knowing their place' should look to 'World of Warcraft' players for their footsoldiers.  These people have the perfect attitude to fill the ranks of the 'little Hitlers' that any authoritarian regime thrives on.  'World of Warcraft' ruined my life by not offering me the escape that I yearned for, but rather shoving the worst of everything I encounter in real life forcefully into my face every time I log on.

Monday, 6 July 2009

Online Behaviour: Greed and Need in The World of Warcraft

I have written previously about my lack of success in getting on one of the major social networking sites, Second Life, but it remains an area of interest to me. I was introduced to the World of Warcraft system by the woman who lives in my house. It has been running since 1994 and is what in the old days we would have called a MUD (Multi-User Dungeon) though the acronyms have grown since then and according to Wikipedia it is a MMORPG (Massively Multiplayer Online Role-Playing Game), which in itself sounds like a beast from a Tolkien novel. Currently it has over 11.5 million subscribers making it a virtual country with a population more than many in Europe. You cannot interact with all of those players, because there are a variety of servers, parallel versions of the world. In Europe I know there is a French and a German server for players from those locations; the British server also hosts players from the Netherlands, Scandinavia and it appears, Poland, but the language tends to be English with some Scandinavian dialogue. When I say English, in fact, unless you know text speak, it might as well be a foreign language. This is unsurprising as when battling a dragon it can be tough to write grammatically correct sentences at the same time.

As the titles Dungeon and RPG suggest, the game owes a lot to the paper-and-dice based role-playing games of the 1970s-80s though they are still played now, they are less popular than when I was young. Many of the type of people who would have been avid 'Dungeons & Dragons' (D&D) fans twenty-five years ago are now on World of Warcraft (WoW), and some of us from those days are in it too. The basic premise is that you explore ruins, caves, dungeons, castles and battle with fantastical creatures and aggressive people to steal gold and artefacts. As you fight and discover, you gain Experience Points and rise in levels so getting access to higher abilities and even better equipment. As in the RPGs of old, you play a role, hence the name. You name the character and select the class, the types in WoW are like those of D&D: spellcasters - mages, warlocks, shamans, priests and druids and other types such as warriors, rogues and hunters. Each has their own special skills and can use different weapons and armour. You can tailor you face, your skin tone and general appearance and even get shaves and haircuts in the game. The avatars of female characters tend to be elegant, sometimes even sexy and the male characters either robust or mean looking.

There are also professions. Your character can become a tailor or a leatherworker or a blacksmith or an engineer or an alchemist and so on. Some players ignore these skills, but there can be a satisfaction in getting a raw commodity and creating an impressive robe or potion and of course all of the output can be sold or used by players, for example, weapons, armour, health potions, etc. The level of technology is like that of the PC game, 'Arcanum of Steamworks and Magic Obscura' (2001). There is magic but there is also flintlock guns, steampunk motorbikes and even dynamite alongside the longbows, skeletal horses and fire spells. The continents are linked by Zeppelins but within a continent you can fly from town to town on the back of a giant bat or a manticore. Players can also learn cooking, fishing and first aid and it is fascinating how many different fish you can catch in the seas and lakes and the range of recipes available. Each food has different characteristics usually to help boost health or mana (spell energy).

There are races that you can play, very much in the Tolkienesque genre: humans, dwarfs, gnomes, night elves, blood elves, orcs, trolls and undead. There are two races not from that kind of background, the Draenei, huge humanoid aliens from a different planet to Azeroth where the game is set and the ones I find most imaginative, the Taurens, large bovine humanoids very much in the style of Amerindian culture. Again the races have different strengths and weaknesses. One interesting element is the culture as shown by their homes and their accents. As noted, the Tauren live in tepees in areas looking like the plains, the Rockies and the mesas of North America. The trolls are clearly influenced by Jamaican and other Caribbean cultures and they live in sunny tropical locations. Most comic are the goblins, who you cannot play, but turn up as traders and engineers across Azeroth and all speak in New York taxi driver argot. Anyway, some of this draws on stereotypes but does make an effort to move a little away from the standard swords-and-sorcery elements. Many of the creatures are out of a range of Western mythologies, so there are centaurs, manticores and things like giant spiders and scorpions as well as simply ferocious wild animals like rheas, lions, wolves, bears and gorillas. Dinosaurs also survive, some as mounts for player characters. There are raptors and herbivores (some with the ability to fire lightning bolts, so very fantastical). Some creatures, such as the razormanes, who are humanoid boar-like people seem unique to the game, though I do remember some similar race from the 'Runequest' RPG of the 1980s.

You can kill the monsters, beasts, people but they 're-seed' meaning that within some set time they will come alive again to enable another player to complete their mission by killing them or you to try again if you failed before. Sometimes the re-seeding happens very fast. I was looting the corpse of one opponent only to find him standing over his own body trying again to kill me. Even player characters never die entirely. You find your spirit at a nearby graveyard and either resurrect there or find your corpse and get back into it, with penalties in either case. Sometimes in a tough area you can resurrect again only to be killed almost immediately. Also some graveyards are far apart and you can spend an evening as a ghost running across the landscape constantly trying to get back to your body!

There are many NPCs (Non-Player Characters) in all sorts of forms. They act as traders, trainers in various skills and to assign you missions. You do not have to interact with any human players to play in WoW as there are missions across the world appropriate for different levels. Different regions have monsters and creatures of different levels, so if you are starting out you do not face level 40 or even level 20 monsters until you are ready. Missions involve collecting artefacts, delivering messages, carrying out assassinations. Some of these revolve around the politics of Azeroth which is divided into two main camps: Alliance (humans, gnomes, dwarfs, night elves, draenei) and Horde (undead, orcs, trolls, blood elves and taurens) with camps and bases across the continents with no clear frontline. There are also racial battles such as between the tauren and the kolkars (centaurs). For me it is interesting to get involved in the politics of the place. There is also a nature vs. industry battle going on with the Venture Mining Co. despoiling areas of the plains and especially the forests and some missions are to try and stop them. In particular the taurens with their Amerindian culture, shamans and druids emphasise the environmental aspects.

One really winning element of the game is the landscape that your avatar can run or ride or drive around or fly over. You can adventure across every kind of setting from frozen wastes to forests of European or North American style to the veldt or badlands or desert or tropical islands. They are well realised. You can stand on a mountain top in the Barrens (very like the veldt of Africa) and watch the sunset. It rains, there are misty days and so on in different locations. The cities are incredibly imaginative too, ones I have visited (I play as Horde characters, it is the Goth influence) include in the ruins of a city, in sandy caves and atop mesas, connected by rope bridges. Each has its own culture and are really beautifully rendered with different districts for various traders and trainers to buy that vital sack to carry your loot or where you can learn to smelt mithril or whatever you need. It costs money and there is the standard D&D currency of copper, silver and gold, though simplified to 100:1 rise at each step.

In most regions there are also 'instances' which are like classic 'dungeons' from RPGs and these are for groups to attack and have numerous corridors and rooms to explore and there is, of course treasure and artefacts to loot as well as experience to gain. Now, these are very like the kind of missions done with the paper-and-dice RPGs. You need a balanced team with fighters, magic users, healers, etc. and generally you need to collaborate if you are going to survive. You can join a guild, a kind of club, with its own communications channels. There are trade and general channels. Guilds have insignia and a tabard. Guilds vary, some consist of friends from the real world, some of people from a particular country (especially the Dutch and Scandinavians who probably feel outnumbered by British players), some have a focus on fun and many have a focus on getting their members to rise through the levels very quickly. There is a technique called 'boosting' in which a very high level character (the current highest level is 80) leads the way and simply slaughters everything that moves leaving the lower-level characters to pick up the experience points and the treasure. I have participated in one of these, not knowing it was going to be like that (you often get invited to go on a mission especially if you character can 'tank', i.e. is a tough warrior or can heal) and it was really tedious, I might have risen in standing, but simply by being the equivalent of a refuse man tidying up after the carnage. High characters can be good to help you out, but when there is no challenge there is no fun. However, for many players getting high level characters is the prime goal. The fact that being able to buy software that gives you gold in the game for money in the real world, and allows you to easily complete missions shows how far people are obssessed with 'levelling', i.e. raising up their characters.

Finally having set the background I come to my main point. Of course where WoW goes beyond PC games is that even with the richness of the various NPCs, you get to play with real people from across your country and other countries. However, as has often been noted, for all the fantasy names and the avatars, in the online environment people in fact reveal their real selves and that is in part what is alarming. If I had got into Second Life then I might have had personal confirmation of this fact sooner, but it has been in WoW that I have found it out myself. I think this fact first came to popular attention with the PC game, 'Black & White' (2001) in which players played a god running various primitive settlements and it soon became apparent that however hard you tried to dissemble how the people ended up would reflect your personality. I do not know if this kind of thing is used in scientific analysis but it does seem to work.

It is interesting how, even when packaged in a fantasy setting, the real you comes out. My girlfriend notes that when I play with her online I always step into protect her or heal her character. I find she runs off in a random direction without telling me and I am uncertain what her intentions are. As in real life, her character will not be constrained. It is all via computer, but the behaviour mirrors who we are in reality. Interestingly one of the greatest controversies in WoW was in January 2006 around gay guilds for characters and Blizzard had to drop its condemnation of such guilds.

In WoW you have to remember that whilst players are drawn from all ages and both genders, the bulk of participants are as they were for the paper-and-dice RPGs of the 1980s, teenaged boys. There is nothing wrong with that. I had rather they played WoW that shoplift or take drugs. However, with them in predominance it tends to soil the collaborative nature that Blizzard, the producers of WoW want to foster. It is striking that when you log on you get a 'tip' about play, sometimes this is technical, but often the Blizzard include a homily such as 'a little kindness goes a long way' or 'if you talk to someone before trying to trade or invite them to join a group, they are more like to do so'. To explain, 'trading' and 'inviting' are technical functions rather than dialogue. However, the fact that such tips turn up so commonly reflects the terse, demanding nature of many players. Reflect on the teenaged male players. They probably lack self-esteem in the real world, put down by society, their teachers and parents, and yet in WoW they can be a level 80 Death Knight called Ikillyouall and ride around on a dinosaur with a huge sword. They can extol their knowledge and show up older players. They can bully without ever facing consequences, they are literally immortal. No wonder they are obsessed by raising themselves to the highest level as quickly as possible and set up guilds, often with very strict rules, to achieve this. When you meet a lower-level character the player will often quickly tell you 'this may only be level 20, but I have four level 80 characters already' to show you that they must know more than you.

This sort of behaviour has always occurred in RPGs, I remember back in the early 1980s running a 'dungeon' in D&D for friends' low-level characters, but of course one boy with a level 4 character happened to have befriended a gold dragon, only the most powerful monster in that version of the game. His name was Jason Comfort, ironic because he was one of the most unpleasant people I have ever met. Last I heard he was with the RAF; just so I know I get the right one as there seem to be scores of them out there with that name. He insisted on bringing it to an adventure which was for far lower level characters than that dragon and wiped out everything with ease. He loved lauding it over the other players and demanded they behave in a certain way, even forcing one to sacrifice himself. So, this behaviour has always been around. I suppose what makes it worse, whereas in the past a boy like Jason would be one among a few, now they can band together through the wonders of the internet and that seems to make them feel that their behaviour is vindicated and thus 'right'.

Where tensions reach the highest level is in the 'instances' as the rewards are so much higher and there are often items that cannot be secured or bought anywhere else. When the fighting has stopped and the bodies are looted, special items are rolled for among the players, through and automatic system. You can 'Pass' if it is an item you have no interest in, you can select 'Need' or 'Greed' which has a bearing on the outcome. As you can imagine this causes immense tension. Of course the bulk of items could be traded later between characters (there are also auction houses in the cities, funnily very much like eBay but in medieval setting), but for many players that is too late.

Many of the hard levellers do no professions so do not understand that to make a potion or a piece of armour often needs an exotic range of ingredients. I clicked 'Need' for a piece of moss agate, a semi-precious stone used in metalworking worth a few silver and it was as if I had gone round these players houses and insulted their mothers. I offered to pay anyone for any item they felt I had 'Need'ed wrongly. Something similar happened on another mission and I was accused of being a 'ninja' looter, because again I had put 'Need' for some armour. Being the only warrior in the party it seemed not unusual that I should ask for armour or weapons that only my character could use. However, clearly that broke etiquette, more of that in a moment. Being called a 'ninja' looter means you are condemned by other players who will not go on missions with you. I asked if they wanted me to leave the instance if they felt so badly and they said not to. In fact I had 'Pass'ed on the bulk of the items and of course dared not touch any others and I realised that had been the point. The players who moan the most and condemn others are the greediest taking everything they can even if they cannot use, simply to sell off later. In some cases a player who takes an item the party leader wants, sometimes by simply clicking the wrong key, finds themselves dumped out of the instance. I suppose it is unsurprising that when mixing with teenagers you find them squabbling like children.

A lot of the dialogue goes on in text speak. Players have to type in to speak to each other, so this is no surprise. OK is reduced to 'k' and ready to 'r'; 'omfg' is popular to get around the system's built in swearword detector. A lot of smilies are used, again no surprise. Capital letters seem unknown to many players and a lot of discussions can become a string of consonants. If you cannot keep up or use full sentences for clarity (often necessary when planning tactics) you are condemned. In fact there is very little tolerance of difference. Everyone is expected to know how these players see things and if they do not they are patronised. 'Noob' from newbie, i.e. a newcomer is another insult, that is hardly likely to endear players not having played for the past 3-4 years. There is similar intolerance for players who have slow internet connection or have characters that do not hare around. As a warrior with a full suit of chainmail armour of course my character moves slower than a rogue in leather or a mage in cloth robes. Yet you are expected to be constantly at the front. There is no thought of the differences and any reference to them is taken as an insult or you somehow trying to trick the other players.

Of course, at the end of the day, it is only a game and the items are just electrons, though many players treat it almost as if was reality. It is an environment of constant warfare, disease and brutality like any pseudo-medieval setting, so I suppose in such a context you would expect selfishness. However, what is more worrying, aside from reducing the enjoyment of newcomers, is how behaviour in the game reflects so badly on the behaviour of these numerous players in real life. It is clear that greed is dominant and that it is seen as far more legitimate than need. Furthermone anyone even questioning that greed let alone contesting it is seen as illegitimate and offensive in trying to curtail the person's taking of everything. There is no sense that there can be negotiation and trading even though the system has such easy facilities for these things. They seem to entirely miss the point that collaboration actually helps you win through better than a lot of clashing egos.

Boastfulness, an easy access to wealth and rewards without effort, intolerance of any difference, unwillingness to listen to explanation all seem to be the expected norm. Of course, they need my character, otherwise they would not bother trying to recruit me to help, but there is no sense at all of quid pro quo, I am to be their servant and if I question that, they eject me. Given the numerous tips about behaviour provided by Blizzard it is clear they would prefer collaborative activity; partly because they know if newcomers feel they are entering into a hostile environment they will leave, as happens to people bullied in Second Life, and for the company that damages their revenue.

Of course there are good people in WoW and if you look carefully you will find guilds that promote the fact that much of the fun comes from the participation rather than a hard nosed drive to reach level 80 in a fortnight. Doing so means you miss out on the interest of a very complex fantasy world to explore and the interactions that are possible in what is a game but concealed beneath that is actually a very vibrant social network. Yes, it is escapist, but that is nice. If you are downtrodden in the real world, it can be good to take out your frustration killing a giant scorpion. However, what I also think it reveals, if we did not already know it anyway from driving on the UK's roads, is that a lot of young men are terribly rude, greedy, hugely ambitious, intolerant and self-obsessed and I am not keen to be an elderly person in a country where these men will be in charge very soon.

Wednesday, 15 August 2007

An Atlas of Imaginary Worlds 2: Large continents and deserts

Now, aside from Middle Earth and Narnia most imaginary places have far less mapping. I have been unable to find a single map of Ruritania (though you can find a print font called Ruritania, very ornate) featured in Anthony Hope's 'A Prisoner of Zenda' (1894) and 'Rupert of Hentzau' (1898).

In terms of the nature of the worlds drawn, probably the most similar to that of Tolkien and Lewis is in the Conan the Cimmerian (aka Conan the Barbarian) stories (Conan was the name of four of the Dukes of Brittany in the Middle Ages) initially by Robert E. Howard (1906-1936). They are robust epic adventures of a barbarian warrior. There are over 50 novels and other stories written by a number of authors (including L. Sprague de Camp), so search the internet if you are interested. Anyway, these stories are set on the world of Hyboria (or Hyborea). It has large continents for lots of riding across. One fascination as you can see, has been by fans to map this world over our own. Many of the names of places in the world come from our own history such as Stygia (Hercules was supposed to have cleaned the Stygian stables), Aquilonia (is reminiscient of Aquitaine, a region of South-West France), Kush (as in the Hindu Kush), Asgard (which is where the gods lived in Norse myths), the Pictish Wilderness (the Picts occupied Scotland at the time of the Romans), Corinthia (Corinth was a leading city of Ancient Greece), Argos (was the name of Jason and the Argonauts ship and is now a retail store in the UK too), Shem (is a piece of text that powers golems in Jewish legends), Ophir (is a wealthy country mentioned in the Old Testament), Iranistan is pretty self-obvious, Vendhya (like the Vindhya Mountains in west-central India; Vindhya Pradesh was a state of India 1948-56), Khitai is like the name the Byzantines gave to China and so on.











These maps of Hyboria transpose our world and our Europe onto the main imaginary continent:


A more recent world is the one created for the online gaming environment World of Warcraft which started in 2001. It has three large continents: Kalimdor in the West, Northrend, not surprisingly in the North and the Eastern Kingdoms (Lordaeron, Khaz Modan and Azeroth) in the East, with an huge maelstrom apparently between them. There are no apparent archiepelagos but lots of large islands. The Eastern Kingdoms seem particularly well endowed with no less than three inland seas with islands in them. I imagine these locations allow 'zoning' of particularly tough creatures or missions in the game. This is the world that millions of people directly or indirectly are involved in, making it have as much impact, probably, as Middle Earth and Narnia.

This seems to be the 'Underground' map of the World of Warcraft showing its transport links. From what I gather there is a steampunk element and that continents are connected by both traditional sailing ships but also airships named Zeppelins (presumably in this world Zeppelin was a gnome technician or something) and people can also fly on large bats and manticores between certain towns.


Another a large single 'continent' is a place called the Isle of Lodoss. This started as records of role-playing games in Japan from 1986 onwards but under Ryo Mizuno has evolved into manga comics and fantasy novels by various authors under the sort of umbrella designation of 'Record of Lodoss War'. Given its background in 'Dungeons & Dragons' it is probably unsurprising that it has a similar outline to Hyboria. It is difficult to judge scale and given the title 'Isle' or 'Island' maybe this would be more accurate placed in the islands and archipelagos posting, but I will leave it here for now:
Edgar Rice Burroughs (1875-1950; the author of 'Tarzan') envisioned civilizations on planets in our solar system, notably Barsoom which was their version of Mars. Here are a couple of maps of what he envisoned its geography to be, the latter with an overlay of actual places on our Mars with their names in red compared to the Barsoomian blue ones. The books were serialised in comics shown by the first sate but then turned into novels which are the second dates I give for them: 'A Princess of Mars' (1912/1917), 'The Gods of Mars' (1913/1918), 'The Warlord of Mars' (1913-14/1919), 'Thuvia, Maid of Mars' (1916/1920), 'The Chessmen of Mars' (1922/1922), 'The Master Mind of Mars' (1927/1928), 'A Fighting Man of Mars' (1930/1931), 'Swords of Mars' (1934-5/1936), 'Synthetic Men of Mars' (1939/1940), 'Llana of Gathol' (1940/1948). Then John Coleman Burroughs took over: 'John Carter and the Giant of Mars' (1941/1964) and 'Skeleton Men of Jupiter' (1943 - no novel). Burroughs also produced a series set on Venus and there have been seven novels set in his Pellucidar, a land at beneath the Earth's crust, in line with the hollow Earth theories of the first half of the 20th century, including even a crossover with Tarzan going there. Burroughs also produced 'The Land that Time Forgot' (1918) and 'The People that Time Forgot' (also 1918) turned into movies in 1975 and 1977 respectively about an island inhabited by dinosaurs and cavepeople (very much like Arthur Conan Doyle's 'The Lost World' (1912) and more recently 'Dinotopia: A Land Apart From Time' by James Gurney (1992) and 19 sequels and other books set there by him and other authors that have followed).



The science ficiton and fantasy author Michael Moorcock has said he was very influenced by Burroughs and once edited a Tarzan magazine. However, as we will see, Moorcock's world of the Young Kingdoms is in sharp contrast to the desert Barsoom. More in that category is the world of Arrakis, created by Frank Herbert (1920-1986) in the 'Dune' series. In his books (and as with other successful science fiction authors others have taken up his world after his death), 'Dune' (1986), 'Dune Messiah (1969), 'Children of Dune' (1976), 'God Emperor of Dune' (1981), 'Heretics of Dune' (1984) and 'Chapterhouse: Dune' (1985) he featured this desert world and much of the culture draws on Arabic and Islamic culture with words like Padishah (similar to the Turkish and Egyptian leaders called Pashas and the Persian/Iranian Shahs though it is portrayed as a dynastic name), Fedaykin (from the word Fedayeen for an elite guerilla fighter, which is coming back into use in current affairs, outside Herbert's worlds because of its use by Islamist fighters) and Sardaukar coming from Arabic language (though searching the internet these days you would have thought Herbert invented them himself), Zensunni (which combines Zen Buddhism with Sunni Islam).

It is quite refreshing to have a world not so shaped by North European-North American outlooks. There are a few other influences such as in the Landsraad (reminiscent of the German Landsrat parliament) and the rival Houses are rather like those of Renaissance Italy. Though there are masses of websites devoted to the Dune setting, few seem to run to maps, I suppose a huge desert does not open up many opportunities for the kind of rivers and mountains fantasy mapmakers love. This then is a map of the Arrakis, central to the Dune cycle; followed by the one from the board game produced by Avalon Hill in 1979 which is much more colourful:

In terms of availability (and you can tell when you have lots of fans because they will map your worlds for you), probably tied next with Howard et al and Hyboria, is Anne McCaffrey with Pern - her world of dragonriders which features in a whole series of novels by her and her son Todd: Dragonflight (1968), 'Dragonquest' (1970), 'Dragonsong' (1976), 'Dragonsinger' (1977), 'The White Dragon' (1978), 'Dragondrums' (1979), 'Moreta: Dragonlady of Pern' (1983), 'Nerillka's Story' (1986), 'Dragonsdawn' (1988), 'The Renegades of Pern' (1989), 'All the Weyrs of Pern' (1991), 'The Chronicles of Pern: First Fall' (1993), 'The Dolphins of Pern' (1994), 'Red Star Rising' (also known as 'Dragonseye', 1997), 'The Masterharper of Pern' (1998), 'The Skies of Pern' (2001), 'Dragon's Kin' (2003), 'Dragonsblood' (2005), 'Dragon Harper' (2007), 'After the Fall' (2008). There have been short stories and some of these books are anthologies. The stories mix science fiction of arrivals on a planet with fantasy elements of dragon riding. As you can see, McCaffrey's world has large continents but also sea and that moves us into the next category of world's which I will look at in the following posting.







The final one which seemed to me pretty much like Pern is Glorantha. This was the setting of the game 'Runequest' a fantasy role-playing game which was the second most popular after 'Dungeons & Dragons' and aimed to have a more distinctive culture from the reliance on elves, dwarfs, trolls and dragons. Note that Pern has its 'Passes' as eras and you can read about Middle Earth in its Third Age, well Glorantha was set in its Second Age, possibly to reflect that it was modelled on Bronze Age rather than Medieval culture, (which I guess could be seen as a continuation of the Iron Age in terms of metallurgy so the third age after the Stone and Bronze Ages) used in so many fantasy worlds. Like Pern there is a central sea and large continents North and South, but like the worlds seen in my next post it also has islands. The third map is a political one of the northern continent, Genertela.